Variant Rules (Berserk Supplement)
Variant Rules
The following are writeups and links to various variant rules this campaign should use.
Stacking Proficiency Bonus
Every time you would gain proficiency in a skill that you already have proficiency in, you may instead add your proficiency bonus an additional time.
Proficiency Tiers
Rather than the traditional armor and weapon proficiencies, you can gain proficiency in following weapon and armor types. Weapons capable of being defined by multiple categories (i.e. versatile as one- and two-handed, dagger as one-handed and thrown) only benefit from proficiency when being used in the attack method you have proficiency in (i.e. with only thrown proficiency, you are not proficient in melee attacks with a dagger). You must have proficiency in all previous tiers of a weapon type to gain proficiency. Siege weapons include weapons mounted to vehicles. Players do not automatically have unarmed strike proficiency.
If you make an attack with a siege weapon while you are not proficient in it, its attack roll is decreased by your proficiency modifier due to most siege weapons already having a major bonus to hit, though you still add your Dexterity modifier to the attack roll, and you do not add your Dexterity modifier to the attack roll.
- One-Handed Weapon Tiers: Simple One-Handed Melee → Martial One-Handed Melee → Siege Weapon Melee
- Two-Handed Weapon Tiers: Simple Two-Handed Melee → Martial Two-Handed Melee → Siege Weapon Melee
- Thrown Weapon Tiers: Simple Thrown → Martial Thrown → Siege Weapon Ranged
- Ranged Weapon Tiers: Simple Ranged → Martial Ranged → Siege Weapon Ranged
- Other Weapon Tiers: Unarmed Strikes → Improvised Melee Weapons → Improvised Thrown Weapons → Improvised Ranged Weapons
- Armor Tiers: Light Armor → Medium Armor → Heavy Armor
- Other Armor Tiers: Shields
Extended Environmental Exhaustion
Almost all exhaustion incurs an Exhaustion Saving Throw. The DC for this saving throw in equal to 10 + the number of consecutive instances of this source of exhaustion since the end of the previous long rest + creature's current levels of exhaustion.
- A creature may travel a number of hours equal to twice their Strength, Dexterity, or Constitution modifier (minimum 1), whichever is higher. For every hour above this limit, they must succeed an Exhaustion Saving throw of the same type as their chosen traveling ability (as detailed above). On a failure, they gain 1 level of exhaustion. One level of exhaustion gained in this manner is lost at the end of a long rest. As usual, you may only lose 1 level of exhaustion as the result of the end of a long rest, even if they are from multiple sources.
- Travel through deserts, snow, ice, mountains, swamps, rough seas, or particularly bizarre layers of the astral world incur a second saving throw in addition to the above. If the added effort does not entail wind, this exhaustion can be avoided by traveling with a flying speed.
- For every 8 hours you do not drink at least 2.5 cups of water, you must succeed a Constitution Exhaustion Saving Throw or gain 1 level of exhaustion. You may remove 1 level of exhaustion gained from lack of water each hour by drinking at least 5 cups of water in a single 8 hour time frame.
- For every 3 days that you do not eat at least 3 days' worth of food, you must succeed a Constitution Exhaustion Saving Throw or gain 1 level of exhaustion. You may remove 1 level of exhaustion gained from lack of food once every 3 days by eating at least 6 days' worth of food in a single 3 day time frame.
- You must succeed an Intelligence Exhaustion Saving Throw for every day that you do not sleep at least 4 hours or gain 1 level of exhaustion. This time doubles for every level of exhaustion gained in this manner (24, 48, 96, 192, 384, 768). You may remove 1 level of exhaustion gained from lack of sleep by sleeping for at least 8 hours in a single 24 hour time frame.
Mental Exhaustion
Exhaustion from trauma can occur in multiple ways. If a creature was frightened during initiative, they must succeed a Charisma Exhaustion Saving Throw or gain 1 level of exhaustion when initiative ends. If a creature is dropped to 0 hit points from a would-be-lethal source, they must succeed a Charisma Exhaustion Saving Throw or gain 1 level of exhaustion. When a traumatic event happens to a creature, they must succeed a Charisma Exhaustion Saving Throw or gain 1 level of exhaustion. A creature may lose 1 level of exhaustion from mental exhaustion at the end of a long rest. If a creature reaches 6 levels of exhaustion from trauma, they do not instantly die, instead rolling 1d4.
- 1. They gain the bloodlust condition. This condition only ends if they lose 1 level of exhaustion or are knocked unconscious. In the case of the latter, they remain unconscious until they lose 1 level of exhaustion.
- 2. They gain the confused condition and can not speak in any coherent manner. If they view anything strongly related to the source of their trauma, they become stunned until the beginning of their next turn. This lasts until they lose 1 level of exhaustion.
- 3. They become frightened of all creatures. This does not incur additional levels of exhaustion. This lasts until they lose 1 level of exhaustion.
- 4. They become unconscious until they lose 1 level of exhaustion.